4 * This file is part of OpenTTD.
5 * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
6 * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
7 * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
11 * @file disaster_cmd.cpp
12 * All disaster/easter egg vehicles are handled here.
13 * The general flow of control for the disaster vehicles is as follows:
15 * <li>Initialize the disaster in a disaster specific way (eg start position,
16 * possible target, etc.) Disaster_XXX_Init() function
17 * <li>Add a subtype to a disaster, which is an index into the function array
18 * that handles the vehicle's ticks.
19 * <li>Run the disaster vehicles each tick until their target has been reached,
20 * this happens in the DisasterTick_XXX() functions. In here, a vehicle's
21 * state is kept by v->current_order.dest variable. Each achieved sub-target
22 * will increase this value, and the last one will remove the disaster itself
30 #include "station_base.h"
31 #include "command_func.h"
32 #include "news_func.h"
34 #include "company_func.h"
35 #include "strings_func.h"
36 #include "date_func.h"
37 #include "viewport_func.h"
38 #include "vehicle_func.h"
39 #include "signal_func.h"
40 #include "sound_func.h"
41 #include "effectvehicle_func.h"
44 #include "game/game.hpp"
45 #include "company_base.h"
46 #include "core/random_func.hpp"
47 #include "core/backup_type.hpp"
48 #include "map/water.h"
50 #include "table/strings.h"
52 /** Delay counter for considering the next disaster. */
53 uint16 _disaster_delay
;
55 enum DisasterSubType
{
68 ST_BIG_UFO_DESTROYER_SHADOW
,
73 static const uint INITIAL_DISASTER_VEHICLE_ZPOS
= 135; ///< Initial Z position of flying disaster vehicles.
75 static void DisasterClearSquare(TileIndex tile
)
77 if (EnsureNoVehicleOnGround(tile
).Failed()) return;
79 if (IsHouseTile(tile
)) {
80 Backup
<CompanyByte
> cur_company(_current_company
, OWNER_NONE
, FILE_LINE
);
81 DoCommand(tile
, 0, 0, DC_EXEC
, CMD_LANDSCAPE_CLEAR
);
82 cur_company
.Restore();
83 } else switch (GetTileType(tile
)) {
85 if (Company::IsHumanID(GetTileOwner(tile
))) {
86 Backup
<CompanyByte
> cur_company(_current_company
, OWNER_WATER
, FILE_LINE
);
87 DoCommand(tile
, 0, 0, DC_EXEC
, CMD_LANDSCAPE_CLEAR
);
88 cur_company
.Restore();
90 /* update signals in buffer */
91 UpdateSignalsInBuffer();
104 static const SpriteID _disaster_images_1
[] = {SPR_BLIMP
, SPR_BLIMP
, SPR_BLIMP
, SPR_BLIMP
, SPR_BLIMP
, SPR_BLIMP
, SPR_BLIMP
, SPR_BLIMP
};
105 static const SpriteID _disaster_images_2
[] = {SPR_UFO_SMALL_SCOUT
, SPR_UFO_SMALL_SCOUT
, SPR_UFO_SMALL_SCOUT
, SPR_UFO_SMALL_SCOUT
, SPR_UFO_SMALL_SCOUT
, SPR_UFO_SMALL_SCOUT
, SPR_UFO_SMALL_SCOUT
, SPR_UFO_SMALL_SCOUT
};
106 static const SpriteID _disaster_images_3
[] = {SPR_F_15
, SPR_F_15
, SPR_F_15
, SPR_F_15
, SPR_F_15
, SPR_F_15
, SPR_F_15
, SPR_F_15
};
107 static const SpriteID _disaster_images_4
[] = {SPR_SUB_SMALL_NE
, SPR_SUB_SMALL_NE
, SPR_SUB_SMALL_SE
, SPR_SUB_SMALL_SE
, SPR_SUB_SMALL_SW
, SPR_SUB_SMALL_SW
, SPR_SUB_SMALL_NW
, SPR_SUB_SMALL_NW
};
108 static const SpriteID _disaster_images_5
[] = {SPR_SUB_LARGE_NE
, SPR_SUB_LARGE_NE
, SPR_SUB_LARGE_SE
, SPR_SUB_LARGE_SE
, SPR_SUB_LARGE_SW
, SPR_SUB_LARGE_SW
, SPR_SUB_LARGE_NW
, SPR_SUB_LARGE_NW
};
109 static const SpriteID _disaster_images_6
[] = {SPR_UFO_HARVESTER
, SPR_UFO_HARVESTER
, SPR_UFO_HARVESTER
, SPR_UFO_HARVESTER
, SPR_UFO_HARVESTER
, SPR_UFO_HARVESTER
, SPR_UFO_HARVESTER
, SPR_UFO_HARVESTER
};
110 static const SpriteID _disaster_images_7
[] = {SPR_XCOM_SKYRANGER
, SPR_XCOM_SKYRANGER
, SPR_XCOM_SKYRANGER
, SPR_XCOM_SKYRANGER
, SPR_XCOM_SKYRANGER
, SPR_XCOM_SKYRANGER
, SPR_XCOM_SKYRANGER
, SPR_XCOM_SKYRANGER
};
111 static const SpriteID _disaster_images_8
[] = {SPR_AH_64A
, SPR_AH_64A
, SPR_AH_64A
, SPR_AH_64A
, SPR_AH_64A
, SPR_AH_64A
, SPR_AH_64A
, SPR_AH_64A
};
112 static const SpriteID _disaster_images_9
[] = {SPR_ROTOR_MOVING_1
, SPR_ROTOR_MOVING_1
, SPR_ROTOR_MOVING_1
, SPR_ROTOR_MOVING_1
, SPR_ROTOR_MOVING_1
, SPR_ROTOR_MOVING_1
, SPR_ROTOR_MOVING_1
, SPR_ROTOR_MOVING_1
};
114 static const SpriteID
* const _disaster_images
[] = {
115 _disaster_images_1
, _disaster_images_1
, ///< zeppeliner and zeppeliner shadow
116 _disaster_images_2
, _disaster_images_2
, ///< small ufo and small ufo shadow
117 _disaster_images_3
, _disaster_images_3
, ///< combat aircraft and shadow
118 _disaster_images_8
, _disaster_images_8
, _disaster_images_9
, ///< combat helicopter, shadow and rotor
119 _disaster_images_6
, _disaster_images_6
, ///< big ufo and shadow
120 _disaster_images_7
, _disaster_images_7
, ///< skyranger and shadow
121 _disaster_images_4
, _disaster_images_5
, ///< small and big submarine sprites
124 static void DisasterVehicleUpdateImage(DisasterVehicle
*v
)
126 SpriteID img
= v
->image_override
;
127 if (img
== 0) img
= _disaster_images
[v
->subtype
][v
->direction
];
132 * Initialize a disaster vehicle. These vehicles are of type VEH_DISASTER, are unclickable
133 * and owned by nobody
135 static void InitializeDisasterVehicle(DisasterVehicle
*v
, int x
, int y
, int z
, Direction direction
, byte subtype
)
140 v
->tile
= TileVirtXY(x
, y
);
141 v
->direction
= direction
;
142 v
->subtype
= subtype
;
143 v
->UpdateDeltaXY(INVALID_DIR
);
144 v
->owner
= OWNER_NONE
;
145 v
->vehstatus
= VS_UNCLICKABLE
;
146 v
->image_override
= 0;
147 v
->current_order
.Free();
149 DisasterVehicleUpdateImage(v
);
150 VehicleUpdatePositionAndViewport(v
);
153 static void SetDisasterVehiclePos(DisasterVehicle
*v
, int x
, int y
, int z
)
158 v
->tile
= TileVirtXY(x
, y
);
160 DisasterVehicleUpdateImage(v
);
161 VehicleUpdatePositionAndViewport(v
);
163 DisasterVehicle
*u
= v
->Next();
165 int safe_x
= Clamp(x
, 0, MapMaxX() * TILE_SIZE
);
166 int safe_y
= Clamp(y
- 1, 0, MapMaxY() * TILE_SIZE
);
169 u
->y_pos
= y
- 1 - (max(z
- GetSlopePixelZ(safe_x
, safe_y
), 0) >> 3);
170 safe_y
= Clamp(u
->y_pos
, 0, MapMaxY() * TILE_SIZE
);
171 u
->z_pos
= GetSlopePixelZ(safe_x
, safe_y
);
172 u
->direction
= v
->direction
;
174 DisasterVehicleUpdateImage(u
);
175 VehicleUpdatePositionAndViewport(u
);
177 if ((u
= u
->Next()) != NULL
) {
181 VehicleUpdatePositionAndViewport(u
);
186 static void SetDisasterVehiclePosAutoZ(DisasterVehicle
*v
, int z
)
188 VehiclePos gp
= GetNewVehiclePos(v
);
190 SetDisasterVehiclePos(v
, gp
.x
, gp
.y
, z
);
193 static void SetDisasterVehiclePosAuto(DisasterVehicle
*v
)
195 SetDisasterVehiclePosAutoZ(v
, v
->z_pos
);
199 * Zeppeliner handling, v->current_order.dest states:
200 * 0: Zeppeliner initialization has found a small airport, go there and crash
201 * 1: Create crash and animate falling down for extra dramatic effect
202 * 2: Create more smoke and leave debris on ground
203 * 2: Clear the runway after some time and remove crashed zeppeliner
204 * If not airport was found, only state 0 is reached until zeppeliner leaves map
206 static bool DisasterTick_Zeppeliner(DisasterVehicle
*v
)
210 if (v
->current_order
.GetDestination() < 2) {
211 if (HasBit(v
->tick_counter
, 0)) return true;
213 SetDisasterVehiclePosAuto(v
);
215 if (v
->current_order
.GetDestination() == 1) {
216 if (++v
->age
== 38) {
217 v
->current_order
.SetDestination(2);
221 if (GB(v
->tick_counter
, 0, 3) == 0) CreateEffectVehicleRel(v
, 0, -17, 2, EV_CRASH_SMOKE
);
223 } else if (v
->current_order
.GetDestination() == 0) {
224 if (IsValidTile(v
->tile
) && IsAirportTile(v
->tile
)) {
225 v
->current_order
.SetDestination(1);
228 SetDParam(0, GetStationIndex(v
->tile
));
229 AddVehicleNewsItem(STR_NEWS_DISASTER_ZEPPELIN
, NT_ACCIDENT
, v
->index
); // Delete the news, when the zeppelin is gone
230 AI::NewEvent(GetTileOwner(v
->tile
), new ScriptEventDisasterZeppelinerCrashed(GetStationIndex(v
->tile
)));
234 if (v
->y_pos
>= (int)((MapSizeY() + 9) * TILE_SIZE
- 1)) {
242 if (v
->current_order
.GetDestination() > 2) {
243 if (++v
->age
<= 13320) return true;
245 if (IsValidTile(v
->tile
) && IsAirportTile(v
->tile
)) {
246 Station
*st
= Station::GetByTile(v
->tile
);
247 CLRBITS(st
->airport
.flags
, RUNWAY_IN_block
);
248 AI::NewEvent(GetTileOwner(v
->tile
), new ScriptEventDisasterZeppelinerCleared(st
->index
));
251 SetDisasterVehiclePos(v
, v
->x_pos
, v
->y_pos
, v
->z_pos
);
258 int z
= GetSlopePixelZ(x
, y
);
259 if (z
< v
->z_pos
) z
= v
->z_pos
- 1;
260 SetDisasterVehiclePos(v
, x
, y
, z
);
263 CreateEffectVehicleRel(v
, 0, 7, 8, EV_EXPLOSION_LARGE
);
264 if (_settings_client
.sound
.disaster
) SndPlayVehicleFx(SND_12_EXPLOSION
, v
);
265 v
->image_override
= SPR_BLIMP_CRASHING
;
266 } else if (v
->age
== 70) {
267 v
->image_override
= SPR_BLIMP_CRASHED
;
268 } else if (v
->age
<= 300) {
269 if (GB(v
->tick_counter
, 0, 3) == 0) {
272 CreateEffectVehicleRel(v
,
278 } else if (v
->age
== 350) {
279 v
->current_order
.SetDestination(3);
283 if (IsValidTile(v
->tile
) && IsAirportTile(v
->tile
)) {
284 SETBITS(Station::GetByTile(v
->tile
)->airport
.flags
, RUNWAY_IN_block
);
291 * (Small) Ufo handling, v->current_order.dest states:
292 * 0: Fly around to the middle of the map, then randomly, after a while target a road vehicle
293 * 1: Home in on a road vehicle and crash it >:)
294 * If not road vehicle was found, only state 0 is used and Ufo disappears after a while
296 static bool DisasterTick_Ufo(DisasterVehicle
*v
)
298 v
->image_override
= (HasBit(++v
->tick_counter
, 3)) ? SPR_UFO_SMALL_SCOUT_DARKER
: SPR_UFO_SMALL_SCOUT
;
300 if (v
->current_order
.GetDestination() == 0) {
301 /* Fly around randomly */
302 int x
= TileX(v
->dest_tile
) * TILE_SIZE
;
303 int y
= TileY(v
->dest_tile
) * TILE_SIZE
;
304 if (Delta(x
, v
->x_pos
) + Delta(y
, v
->y_pos
) >= (int)TILE_SIZE
) {
305 v
->direction
= GetDirectionTowards(v
, x
, y
);
306 SetDisasterVehiclePosAuto(v
);
310 v
->dest_tile
= RandomTile();
313 v
->current_order
.SetDestination(1);
315 uint n
= 0; // Total number of targetable road vehicles.
317 FOR_ALL_ROADVEHICLES(u
) {
318 if (u
->IsFrontEngine()) n
++;
322 /* If there are no targetable road vehicles, destroy the UFO. */
327 n
= RandomRange(n
); // Choose one of them.
328 FOR_ALL_ROADVEHICLES(u
) {
329 /* Find (n+1)-th road vehicle. */
330 if (u
->IsFrontEngine() && (n
-- == 0)) break;
334 v
->dest_tile
= u
->index
;
338 /* Target a vehicle */
339 RoadVehicle
*u
= RoadVehicle::Get(v
->dest_tile
);
340 assert(u
!= NULL
&& u
->type
== VEH_ROAD
&& u
->IsFrontEngine());
342 uint dist
= Delta(v
->x_pos
, u
->x_pos
) + Delta(v
->y_pos
, u
->y_pos
);
344 if (dist
< TILE_SIZE
&& !(u
->vehstatus
& VS_HIDDEN
) && u
->breakdown_ctr
== 0) {
345 u
->breakdown_ctr
= 3;
346 u
->breakdown_delay
= 140;
349 v
->direction
= GetDirectionTowards(v
, u
->x_pos
, u
->y_pos
);
352 if (dist
<= TILE_SIZE
&& z
> u
->z_pos
) z
--;
353 SetDisasterVehiclePosAutoZ(v
, z
);
355 if (z
<= u
->z_pos
&& (u
->vehstatus
& VS_HIDDEN
) == 0) {
357 if (u
->crashed_ctr
== 0) {
360 AddVehicleNewsItem(STR_NEWS_DISASTER_SMALL_UFO
, NT_ACCIDENT
, u
->index
); // delete the news, when the roadvehicle is gone
362 AI::NewEvent(u
->owner
, new ScriptEventVehicleCrashed(u
->index
, u
->tile
, ScriptEventVehicleCrashed::CRASH_RV_UFO
));
363 Game::NewEvent(new ScriptEventVehicleCrashed(u
->index
, u
->tile
, ScriptEventVehicleCrashed::CRASH_RV_UFO
));
369 CreateEffectVehicleRel(v
, 0, 7, 8, EV_EXPLOSION_LARGE
);
370 if (_settings_client
.sound
.disaster
) SndPlayVehicleFx(SND_12_EXPLOSION
, v
);
379 static void DestructIndustry(Industry
*i
)
381 for (TileIndex tile
= 0; tile
!= MapSize(); tile
++) {
382 if (i
->TileBelongsToIndustry(tile
)) {
383 ResetIndustryConstructionStage(tile
);
384 MarkTileDirtyByTile(tile
);
390 * Aircraft handling, v->current_order.dest states:
391 * 0: Fly towards the targeted industry
392 * 1: If within 15 tiles, fire away rockets and destroy industry
393 * 2: Industry explosions
394 * 3: Fly out of the map
395 * If the industry was removed in the meantime just fly to the end of the map.
396 * @param v The disaster vehicle.
397 * @param image_override The image at the time the aircraft is firing.
398 * @param leave_at_top True iff the vehicle leaves the map at the north side.
399 * @param news_message The string that's used as news message.
400 * @param industry_flag Only attack industries that have this flag set.
402 static bool DisasterTick_Aircraft(DisasterVehicle
*v
, uint16 image_override
, bool leave_at_top
, StringID news_message
, IndustryBehaviour industry_flag
)
405 v
->image_override
= (v
->current_order
.GetDestination() == 1 && HasBit(v
->tick_counter
, 2)) ? image_override
: 0;
407 SetDisasterVehiclePosAuto(v
);
409 if (leave_at_top
? (v
->x_pos
< (-10 * (int)TILE_SIZE
)) : (v
->x_pos
> (int)(MapSizeX() * TILE_SIZE
+ 9 * TILE_SIZE
) - 1)) {
414 if (v
->current_order
.GetDestination() == 2) {
415 if (GB(v
->tick_counter
, 0, 2) == 0) {
416 Industry
*i
= Industry::Get(v
->dest_tile
); // Industry destructor calls ReleaseDisastersTargetingIndustry, so this is valid
417 int x
= TileX(i
->location
.tile
) * TILE_SIZE
;
418 int y
= TileY(i
->location
.tile
) * TILE_SIZE
;
421 CreateEffectVehicleAbove(
427 if (++v
->age
>= 55) v
->current_order
.SetDestination(3);
429 } else if (v
->current_order
.GetDestination() == 1) {
430 if (++v
->age
== 112) {
431 v
->current_order
.SetDestination(2);
434 Industry
*i
= Industry::Get(v
->dest_tile
); // Industry destructor calls ReleaseDisastersTargetingIndustry, so this is valid
437 SetDParam(0, i
->town
->index
);
438 AddIndustryNewsItem(news_message
, NT_ACCIDENT
, i
->index
); // delete the news, when the industry closes
439 if (_settings_client
.sound
.disaster
) SndPlayTileFx(SND_12_EXPLOSION
, i
->location
.tile
);
441 } else if (v
->current_order
.GetDestination() == 0) {
442 int x
= v
->x_pos
+ ((leave_at_top
? -15 : 15) * TILE_SIZE
);
445 if ((uint
)x
> MapMaxX() * TILE_SIZE
- 1) return true;
447 TileIndex tile
= TileVirtXY(x
, y
);
448 if (!IsIndustryTile(tile
)) return true;
450 IndustryID ind
= GetIndustryIndex(tile
);
453 if (GetIndustrySpec(Industry::Get(ind
)->type
)->behaviour
& industry_flag
) {
454 v
->current_order
.SetDestination(1);
462 /** Airplane handling. */
463 static bool DisasterTick_Airplane(DisasterVehicle
*v
)
465 return DisasterTick_Aircraft(v
, SPR_F_15_FIRING
, true, STR_NEWS_DISASTER_AIRPLANE_OIL_REFINERY
, INDUSTRYBEH_AIRPLANE_ATTACKS
);
468 /** Helicopter handling. */
469 static bool DisasterTick_Helicopter(DisasterVehicle
*v
)
471 return DisasterTick_Aircraft(v
, SPR_AH_64A_FIRING
, false, STR_NEWS_DISASTER_HELICOPTER_FACTORY
, INDUSTRYBEH_CHOPPER_ATTACKS
);
474 /** Helicopter rotor blades; keep these spinning */
475 static bool DisasterTick_Helicopter_Rotors(DisasterVehicle
*v
)
478 if (HasBit(v
->tick_counter
, 0)) return true;
480 if (++v
->cur_image
> SPR_ROTOR_MOVING_3
) v
->cur_image
= SPR_ROTOR_MOVING_1
;
482 VehicleUpdatePositionAndViewport(v
);
488 * (Big) Ufo handling, v->current_order.dest states:
489 * 0: Fly around to the middle of the map, then randomly for a while and home in on a piece of rail
490 * 1: Land there and breakdown all trains in a radius of 12 tiles; and now we wait...
491 * because as soon as the Ufo lands, a fighter jet, a Skyranger, is called to clear up the mess
493 static bool DisasterTick_Big_Ufo(DisasterVehicle
*v
)
497 if (v
->current_order
.GetDestination() == 1) {
498 int x
= TileX(v
->dest_tile
) * TILE_SIZE
+ TILE_SIZE
/ 2;
499 int y
= TileY(v
->dest_tile
) * TILE_SIZE
+ TILE_SIZE
/ 2;
500 if (Delta(v
->x_pos
, x
) + Delta(v
->y_pos
, y
) >= 8) {
501 v
->direction
= GetDirectionTowards(v
, x
, y
);
503 SetDisasterVehiclePosAuto(v
);
507 if (!IsValidTile(v
->dest_tile
)) {
508 /* Make sure we don't land outside the map. */
513 int z
= GetSlopePixelZ(v
->x_pos
, v
->y_pos
);
515 SetDisasterVehiclePos(v
, v
->x_pos
, v
->y_pos
, v
->z_pos
- 1);
519 v
->current_order
.SetDestination(2);
522 FOR_ALL_VEHICLES(target
) {
523 if (target
->IsGroundVehicle()) {
524 if (Delta(target
->x_pos
, v
->x_pos
) + Delta(target
->y_pos
, v
->y_pos
) <= 12 * (int)TILE_SIZE
) {
525 target
->breakdown_ctr
= 5;
526 target
->breakdown_delay
= 0xF0;
531 Town
*t
= ClosestTownFromTile(v
->dest_tile
, UINT_MAX
);
532 SetDParam(0, t
->index
);
533 AddTileNewsItem(STR_NEWS_DISASTER_BIG_UFO
, NT_ACCIDENT
, v
->tile
);
535 if (!Vehicle::CanAllocateItem(2)) {
539 DisasterVehicle
*u
= new DisasterVehicle();
541 InitializeDisasterVehicle(u
, -6 * (int)TILE_SIZE
, v
->y_pos
, INITIAL_DISASTER_VEHICLE_ZPOS
, DIR_SW
, ST_BIG_UFO_DESTROYER
);
542 u
->big_ufo_destroyer_target
= v
->index
;
544 DisasterVehicle
*w
= new DisasterVehicle();
547 InitializeDisasterVehicle(w
, -6 * (int)TILE_SIZE
, v
->y_pos
, 0, DIR_SW
, ST_BIG_UFO_DESTROYER_SHADOW
);
548 w
->vehstatus
|= VS_SHADOW
;
549 } else if (v
->current_order
.GetDestination() == 0) {
550 int x
= TileX(v
->dest_tile
) * TILE_SIZE
;
551 int y
= TileY(v
->dest_tile
) * TILE_SIZE
;
552 if (Delta(x
, v
->x_pos
) + Delta(y
, v
->y_pos
) >= (int)TILE_SIZE
) {
553 v
->direction
= GetDirectionTowards(v
, x
, y
);
554 SetDisasterVehiclePosAuto(v
);
559 v
->dest_tile
= RandomTile();
562 v
->current_order
.SetDestination(1);
564 TileIndex tile_org
= RandomTile();
565 TileIndex tile
= tile_org
;
567 if (IsNormalRailTile(tile
) &&
568 Company::IsHumanID(GetTileOwner(tile
))) {
571 tile
= TILE_MASK(tile
+ 1);
572 } while (tile
!= tile_org
);
581 * Skyranger destroying (Big) Ufo handling, v->current_order.dest states:
582 * 0: Home in on landed Ufo and shoot it down
584 static bool DisasterTick_Big_Ufo_Destroyer(DisasterVehicle
*v
)
588 SetDisasterVehiclePosAuto(v
);
590 if (v
->x_pos
> (int)(MapSizeX() * TILE_SIZE
+ 9 * TILE_SIZE
) - 1) {
595 if (v
->current_order
.GetDestination() == 0) {
596 Vehicle
*u
= Vehicle::Get(v
->big_ufo_destroyer_target
);
597 if (Delta(v
->x_pos
, u
->x_pos
) > (int)TILE_SIZE
) return true;
598 v
->current_order
.SetDestination(1);
600 CreateEffectVehicleRel(u
, 0, 7, 8, EV_EXPLOSION_LARGE
);
601 if (_settings_client
.sound
.disaster
) SndPlayVehicleFx(SND_12_EXPLOSION
, u
);
605 for (int i
= 0; i
!= 80; i
++) {
607 CreateEffectVehicleAbove(
608 GB(r
, 0, 6) + v
->x_pos
- 32,
609 GB(r
, 5, 6) + v
->y_pos
- 32,
614 for (int dy
= -3; dy
< 3; dy
++) {
615 for (int dx
= -3; dx
< 3; dx
++) {
616 TileIndex tile
= TileAddWrap(v
->tile
, dx
, dy
);
617 if (tile
!= INVALID_TILE
) DisasterClearSquare(tile
);
626 * Submarine, v->current_order.dest states:
627 * Unused, just float around aimlessly and pop up at different places, turning around
629 static bool DisasterTick_Submarine(DisasterVehicle
*v
)
633 if (++v
->age
> 8880) {
638 if (!HasBit(v
->tick_counter
, 0)) return true;
640 TileIndex tile
= v
->tile
+ TileOffsByDiagDir(DirToDiagDir(v
->direction
));
641 if (IsValidTile(tile
)) {
642 TrackBits trackbits
= TrackdirBitsToTrackBits(GetTileWaterwayStatus(tile
));
643 if (trackbits
== TRACK_BIT_ALL
&& !Chance16(1, 90)) {
644 SetDisasterVehiclePosAuto(v
);
649 v
->direction
= ChangeDir(v
->direction
, GB(Random(), 0, 1) ? DIRDIFF_90RIGHT
: DIRDIFF_90LEFT
);
655 static bool DisasterTick_NULL(DisasterVehicle
*v
)
660 typedef bool DisasterVehicleTickProc(DisasterVehicle
*v
);
662 static DisasterVehicleTickProc
* const _disastervehicle_tick_procs
[] = {
663 DisasterTick_Zeppeliner
, DisasterTick_NULL
,
664 DisasterTick_Ufo
, DisasterTick_NULL
,
665 DisasterTick_Airplane
, DisasterTick_NULL
,
666 DisasterTick_Helicopter
, DisasterTick_NULL
, DisasterTick_Helicopter_Rotors
,
667 DisasterTick_Big_Ufo
, DisasterTick_NULL
, DisasterTick_Big_Ufo_Destroyer
,
669 DisasterTick_Submarine
,
670 DisasterTick_Submarine
,
674 bool DisasterVehicle::Tick()
676 return _disastervehicle_tick_procs
[this->subtype
](this);
679 typedef void DisasterInitProc();
683 * Zeppeliner which crashes on a small airport if one found,
684 * otherwise crashes on a random tile
686 static void Disaster_Zeppeliner_Init()
688 if (!Vehicle::CanAllocateItem(2)) return;
690 /* Pick a random place, unless we find a small airport */
691 int x
= TileX(Random()) * TILE_SIZE
+ TILE_SIZE
/ 2;
694 FOR_ALL_STATIONS(st
) {
695 if (st
->airport
.tile
!= INVALID_TILE
&& (st
->airport
.type
== AT_SMALL
|| st
->airport
.type
== AT_LARGE
)) {
696 x
= (TileX(st
->airport
.tile
) + 2) * TILE_SIZE
;
701 DisasterVehicle
*v
= new DisasterVehicle();
702 InitializeDisasterVehicle(v
, x
, 0, INITIAL_DISASTER_VEHICLE_ZPOS
, DIR_SE
, ST_ZEPPELINER
);
704 /* Allocate shadow */
705 DisasterVehicle
*u
= new DisasterVehicle();
707 InitializeDisasterVehicle(u
, x
, 0, 0, DIR_SE
, ST_ZEPPELINER_SHADOW
);
708 u
->vehstatus
|= VS_SHADOW
;
713 * Ufo which flies around aimlessly from the middle of the map a bit
714 * until it locates a road vehicle which it targets and then destroys
716 static void Disaster_Small_Ufo_Init()
718 if (!Vehicle::CanAllocateItem(2)) return;
720 DisasterVehicle
*v
= new DisasterVehicle();
721 int x
= TileX(Random()) * TILE_SIZE
+ TILE_SIZE
/ 2;
723 InitializeDisasterVehicle(v
, x
, 0, INITIAL_DISASTER_VEHICLE_ZPOS
, DIR_SE
, ST_SMALL_UFO
);
724 v
->dest_tile
= TileXY(MapSizeX() / 2, MapSizeY() / 2);
727 /* Allocate shadow */
728 DisasterVehicle
*u
= new DisasterVehicle();
730 InitializeDisasterVehicle(u
, x
, 0, 0, DIR_SE
, ST_SMALL_UFO_SHADOW
);
731 u
->vehstatus
|= VS_SHADOW
;
735 /* Combat airplane which destroys an oil refinery */
736 static void Disaster_Airplane_Init()
738 if (!Vehicle::CanAllocateItem(2)) return;
740 Industry
*i
, *found
= NULL
;
742 FOR_ALL_INDUSTRIES(i
) {
743 if ((GetIndustrySpec(i
->type
)->behaviour
& INDUSTRYBEH_AIRPLANE_ATTACKS
) &&
744 (found
== NULL
|| Chance16(1, 2))) {
749 if (found
== NULL
) return;
751 DisasterVehicle
*v
= new DisasterVehicle();
753 /* Start from the bottom (south side) of the map */
754 int x
= (MapSizeX() + 9) * TILE_SIZE
- 1;
755 int y
= TileY(found
->location
.tile
) * TILE_SIZE
+ 37;
757 InitializeDisasterVehicle(v
, x
, y
, INITIAL_DISASTER_VEHICLE_ZPOS
, DIR_NE
, ST_AIRPLANE
);
759 DisasterVehicle
*u
= new DisasterVehicle();
761 InitializeDisasterVehicle(u
, x
, y
, 0, DIR_SE
, ST_AIRPLANE_SHADOW
);
762 u
->vehstatus
|= VS_SHADOW
;
766 /** Combat helicopter that destroys a factory */
767 static void Disaster_Helicopter_Init()
769 if (!Vehicle::CanAllocateItem(3)) return;
771 Industry
*i
, *found
= NULL
;
773 FOR_ALL_INDUSTRIES(i
) {
774 if ((GetIndustrySpec(i
->type
)->behaviour
& INDUSTRYBEH_CHOPPER_ATTACKS
) &&
775 (found
== NULL
|| Chance16(1, 2))) {
780 if (found
== NULL
) return;
782 DisasterVehicle
*v
= new DisasterVehicle();
784 int x
= -16 * (int)TILE_SIZE
;
785 int y
= TileY(found
->location
.tile
) * TILE_SIZE
+ 37;
787 InitializeDisasterVehicle(v
, x
, y
, INITIAL_DISASTER_VEHICLE_ZPOS
, DIR_SW
, ST_HELICOPTER
);
789 DisasterVehicle
*u
= new DisasterVehicle();
791 InitializeDisasterVehicle(u
, x
, y
, 0, DIR_SW
, ST_HELICOPTER_SHADOW
);
792 u
->vehstatus
|= VS_SHADOW
;
794 DisasterVehicle
*w
= new DisasterVehicle();
796 InitializeDisasterVehicle(w
, x
, y
, 140, DIR_SW
, ST_HELICOPTER_ROTORS
);
800 /* Big Ufo which lands on a piece of rail and will consequently be shot
801 * down by a combat airplane, destroying the surroundings */
802 static void Disaster_Big_Ufo_Init()
804 if (!Vehicle::CanAllocateItem(2)) return;
806 DisasterVehicle
*v
= new DisasterVehicle();
807 int x
= TileX(Random()) * TILE_SIZE
+ TILE_SIZE
/ 2;
808 int y
= MapMaxX() * TILE_SIZE
- 1;
810 InitializeDisasterVehicle(v
, x
, y
, INITIAL_DISASTER_VEHICLE_ZPOS
, DIR_NW
, ST_BIG_UFO
);
811 v
->dest_tile
= TileXY(MapSizeX() / 2, MapSizeY() / 2);
814 /* Allocate shadow */
815 DisasterVehicle
*u
= new DisasterVehicle();
817 InitializeDisasterVehicle(u
, x
, y
, 0, DIR_NW
, ST_BIG_UFO_SHADOW
);
818 u
->vehstatus
|= VS_SHADOW
;
822 static void Disaster_Submarine_Init(DisasterSubType subtype
)
824 if (!Vehicle::CanAllocateItem()) return;
829 int x
= TileX(r
) * TILE_SIZE
+ TILE_SIZE
/ 2;
832 y
= MapMaxY() * TILE_SIZE
- TILE_SIZE
/ 2 - 1;
836 if (_settings_game
.construction
.freeform_edges
) y
+= TILE_SIZE
;
839 if (!IsPlainWaterTile(TileVirtXY(x
, y
))) return;
841 DisasterVehicle
*v
= new DisasterVehicle();
842 InitializeDisasterVehicle(v
, x
, y
, 0, dir
, subtype
);
846 /* Curious submarine #1, just floats around */
847 static void Disaster_Small_Submarine_Init()
849 Disaster_Submarine_Init(ST_SMALL_SUBMARINE
);
853 /* Curious submarine #2, just floats around */
854 static void Disaster_Big_Submarine_Init()
856 Disaster_Submarine_Init(ST_BIG_SUBMARINE
);
861 * Coal mine catastrophe, destroys a stretch of 30 tiles of
862 * land in a certain direction
864 static void Disaster_CoalMine_Init()
866 int index
= GB(Random(), 0, 4);
869 for (m
= 0; m
< 15; m
++) {
872 FOR_ALL_INDUSTRIES(i
) {
873 if ((GetIndustrySpec(i
->type
)->behaviour
& INDUSTRYBEH_CAN_SUBSIDENCE
) && --index
< 0) {
874 SetDParam(0, i
->town
->index
);
875 AddTileNewsItem(STR_NEWS_DISASTER_COAL_MINE_SUBSIDENCE
, NT_ACCIDENT
, i
->location
.tile
+ TileDiffXY(1, 1)); // keep the news, even when the mine closes
878 TileIndex tile
= i
->location
.tile
;
879 TileIndexDiff step
= TileOffsByDiagDir((DiagDirection
)GB(Random(), 0, 2));
881 for (uint n
= 0; n
< 30; n
++) {
882 DisasterClearSquare(tile
);
884 if (!IsValidTile(tile
)) break;
894 DisasterInitProc
*init_proc
; ///< The init function for this disaster.
895 Year min_year
; ///< The first year this disaster will occur.
896 Year max_year
; ///< The last year this disaster will occur.
899 static const Disaster _disasters
[] = {
900 {Disaster_Zeppeliner_Init
, 1930, 1955}, // zeppeliner
901 {Disaster_Small_Ufo_Init
, 1940, 1970}, // ufo (small)
902 {Disaster_Airplane_Init
, 1960, 1990}, // airplane
903 {Disaster_Helicopter_Init
, 1970, 2000}, // helicopter
904 {Disaster_Big_Ufo_Init
, 2000, 2100}, // ufo (big)
905 {Disaster_Small_Submarine_Init
, 1940, 1965}, // submarine (small)
906 {Disaster_Big_Submarine_Init
, 1975, 2010}, // submarine (big)
907 {Disaster_CoalMine_Init
, 1950, 1985}, // coalmine
910 static void DoDisaster()
912 byte buf
[lengthof(_disasters
)];
915 for (size_t i
= 0; i
!= lengthof(_disasters
); i
++) {
916 if (_cur_year
>= _disasters
[i
].min_year
&& _cur_year
< _disasters
[i
].max_year
) buf
[j
++] = (byte
)i
;
921 _disasters
[buf
[RandomRange(j
)]].init_proc();
925 static void ResetDisasterDelay()
927 _disaster_delay
= GB(Random(), 0, 9) + 730;
930 void DisasterDailyLoop()
932 if (--_disaster_delay
!= 0) return;
934 ResetDisasterDelay();
936 if (_settings_game
.difficulty
.disasters
!= 0) DoDisaster();
939 void StartupDisasters()
941 ResetDisasterDelay();
945 * Marks all disasters targeting this industry in such a way
946 * they won't call Industry::Get(v->dest_tile) on invalid industry anymore.
947 * @param i deleted industry
949 void ReleaseDisastersTargetingIndustry(IndustryID i
)
952 FOR_ALL_DISASTERVEHICLES(v
) {
953 /* primary disaster vehicles that have chosen target */
954 if (v
->subtype
== ST_AIRPLANE
|| v
->subtype
== ST_HELICOPTER
) {
955 /* if it has chosen target, and it is this industry (yes, dest_tile is IndustryID here), set order to "leaving map peacefully" */
956 if (v
->current_order
.GetDestination() > 0 && v
->dest_tile
== i
) v
->current_order
.SetDestination(3);
962 * Notify disasters that we are about to delete a vehicle. So make them head elsewhere.
963 * @param vehicle deleted vehicle
965 void ReleaseDisastersTargetingVehicle(VehicleID vehicle
)
968 FOR_ALL_DISASTERVEHICLES(v
) {
969 /* primary disaster vehicles that have chosen target */
970 if (v
->subtype
== ST_SMALL_UFO
) {
971 if (v
->current_order
.GetDestination() != 0 && v
->dest_tile
== vehicle
) {
972 /* Revert to target-searching */
973 v
->current_order
.SetDestination(0);
974 v
->dest_tile
= RandomTile();
975 v
->z_pos
= INITIAL_DISASTER_VEHICLE_ZPOS
;
982 void DisasterVehicle::UpdateDeltaXY(Direction direction
)